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📄 oglcontext.cpp

📁 用于GPU通用计算的编程语言BrookGPU 0.4
💻 CPP
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#include "oglfunc.hpp"#include "oglcontext.hpp"#include "oglwindow.hpp"using namespace brook;voidOGLContext::init (const int   (*viAttribList)[4][64],                  const float (*vfAttribList)[4][16],                  const int   (*vpiAttribList)[4][16]) {  int i;  int image_units;  int tex_coords;    _wnd = new OGLWindow();  _wnd->initPbuffer(viAttribList, vfAttribList, vpiAttribList);  _passthroughVertexShader = NULL;  _passthroughPixelShader = NULL;  glEnable(GL_FRAGMENT_PROGRAM_ARB);  glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &image_units);  glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &tex_coords);    GPUAssert (tex_coords <= image_units,             "So sad, you have more texture coordinates that textures");  _slopTextureUnit = (unsigned int) (image_units - 1);  // Check to see if we are running on hardware with  // multiple outputs  _maxOutputCount = 1;  const char *ext = (const char *) glGetString(GL_EXTENSIONS);  if(strstr(ext, "GL_ATI_draw_buffers")) {    glGetIntegerv(GL_MAX_DRAW_BUFFERS_ATI, &i);    assert (i>0);    if (i >= 4)      _maxOutputCount = 4;  }}OGLContext::OGLContext():  _passthroughVertexShader(0),  _passthroughPixelShader(0),   _slopTextureUnit(0),  _maxOutputCount(1),   _boundPixelShader(NULL),   _wnd(NULL){  int i;  for (i=0; i<4; i++)     _outputTextures[i] = NULL;  for (i=0; i<32; i++)     _boundTextures[i] = NULL;}unsigned int OGLContext::getMaximumOutputCount() {  return _maxOutputCount;}OGLContext::~OGLContext() {  if (_wnd)    delete _wnd;}

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